isGeneric()
Whether the fields of this item are set in code, or set by builders.

boolean

isInCombat()
Returns whether this combatant is in an active combat state

void

makePeace(boolean includePlayerFollowers)
Clears the combat state between this combatant and their
target, clears the targets combat state, as well as
that of any followers of this combatant.

boolean

mayIFight(PhysicalAgent victim)
Returns whether this combatant is both permitted to attack the
given combatant, and that both this combatant and the potential target
are alive.

boolean

mayPhysicallyAttack(PhysicalAgent victim)
Returns whether this combatant is permitted to attack the
given combatant, both this combatant and the potential target are alive,
both the combatant and the target are confirmed to be the same
place.

lastSpamMsg

GenSailingShip

ID

The CoffeeMud Java Class ID shared by all instances of
this object. Unlike the Java Class name, this method
does not include package information. However, it must
return a String value unique to its class category in
the ClassLoader. Class categories include Libraries, Common,
Areas, Abilities, Behaviors, CharClasses, Commands, Exits
Locales, MOBS, Races, WebMacros, Basic Items, Armor,
Weapons, ClanItems, Tech. The name is typically identical
to the class name.

isGeneric

Whether the fields of this item are set in code, or set by builders. Generic means that
they are set by builders, in which case XML is returned by the text() method containing
all of the values for all the fields.

recoverPhyStats

This method copies the basePhyStats() object into the phyStats() object, then makes repeated calls to
all surrounding objects with affectPhyStats(Environmental,PhyStats) method. Surrounding objects
include the room where the object is located, the Ability objects in the Effects list, the Behaviors
in the behaviors list, and race/charclass/area if applicable. Those methods will then make all necessary
adjustments to the values in the new phyStats() object. When it returns, phyStats() will have a totally
updated object. This method must be called in code whenever the object is placed on the map, or when
anything changes in its environment, such as location, effects, or other states.

getRandomDeckRoom

okMessage

The general message event previewer for the object. Messages passed herein
are in a pending state, and may be safely modified or rejected without fear
that they might be in the middle of being executed. Messages passed herein
may not necessarily be FOR or FROM this object, but will almost always
represent events which want to happen in the same rom. This method should
always always return true UNLESS this message needs to be canceled, in which
case it is necessary to tell the mob initiating the event (CMMsg.source())
why it is being cancelled. Every game event goes through these methods.

getMyCoords

amInTacticalMode

tick

this is the method which is called periodically by the threading engine. How often it
is called depends on the parameters passed to the threadding engine when it is submitted
for thread access. Typically the period is once per TIME_TICK period, but that is
determined when the object is submitted to the thread engine.

cleanMsgForRepeat

executeMsg

The general message event handler for the object. Messages passed herein
may not necessarily be FOR this object, or from it, but will almost
always represent events happening in the same room. The messages
have already been through an approval process, so this method is
called only to affect the final execution of the meaning of the
message. Every game event goes through these methods.

setRangeToTarget

Sets the distance between this combatant and the current combat
victim. This method only matters if the combatant is in combat
and getCombatant() returns a non-null value.
This method does not reciprocate by setting the range to
target of the combat target.

makePeace

Clears the combat state between this combatant and their
target, clears the targets combat state, as well as
that of any followers of this combatant. It is at best
an approximation of a universal combat ender.

getCurrentCourse

Returns the future course of this ship. A stop-course direction is
always -1, so it is typically the last entry. Otherwise, each entry
is a compass direction, possibly masked by COURSE_STEER_MASK in order
to specify that it is a TURN ONLY. Directions not marked as turns
are automatic movements in that direction.

setCurrentCourse

Sets the future course of this ship. A stop-course direction is
always -1, so it is typically the last entry. Otherwise, each entry
is a compass direction, possibly masked by COURSE_STEER_MASK in order
to specify that it is a TURN ONLY. Directions not marked as turns
are automatic movements in that direction.

getStat

An alternative means of retreiving the values of those fields on this object which are modifiable at
run-time by builders. See getStatCodes() for possible values for the code passed to this method.
Values returned are always strings, even if the field itself is numeric or a list.

setStat

An alternative means of setting the values of those fields on this object which are modifiable at
run-time by builders. See getStatCodes() for possible values for the code passed to this method.
The value passed in is always a string, even if the field itself is numeric or a list.